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[V1.3.1] SCP-096's idle AI let's him walk into walls and objects

Posted: Fri Aug 19, 2016 10:32 pm
by Salvage
When SCP-096 is aimlessly wandering around he often walks into walls or objects.

Examples:
Spoiler
Image
Image

Re: [V1.3.1] SCP-096's idle AI let's him walk into walls and objects

Posted: Fri Aug 19, 2016 10:50 pm
by Nehpys
Salvage wrote:When SCP-096 is aimlessly wandering around he often walks into walls or objects.

Examples:
Spoiler
Image
Image
this is good, it stops unfair deaths from 096's bullshit RND generation

Re: [V1.3.1] SCP-096's idle AI let's him walk into walls and objects

Posted: Fri Aug 19, 2016 11:00 pm
by Salvage
Nehpys wrote:
Salvage wrote:When SCP-096 is aimlessly wandering around he often walks into walls or objects.

Examples:
Spoiler
Image
Image
this is good, it stops unfair deaths from 096's bullshit RND generation
I'm pretty sure there are better solutions to that than making him walk into walls. :P

Re: [V1.3.1] SCP-096's idle AI let's him walk into walls and objects

Posted: Mon Aug 22, 2016 4:40 am
by risingstar64
Have you ever seen him walk entirely into an object, or is his behavior always as shown in those screenshots? From the two you provided he seems to only walk roughly halfway into objects, suggesting that his collision detection (at least when not actively pathfinding to reach the player) is only taking into account his position (presumably a point at his model's pivot/origin) rather than a box or capsule around him. Should be a pretty easy fix, though I have to admit I'm behind on the game's codebase these days, so I don't know if this is unique to scp 096 or if all in-game NPCs use the same collision detection method. If Third Subdivision Team doesn't get around to this in a few days or so I promise I'll take a look at it (would rather not re-invent the wheel if this problem has already been addressed, as typically seems to be the case as of late).

Re: [V1.3.1] SCP-096's idle AI let's him walk into walls and objects

Posted: Mon Aug 22, 2016 8:49 am
by Vane Brain
risingstar64 wrote:Have you ever seen him walk entirely into an object, or is his behavior always as shown in those screenshots? From the two you provided he seems to only walk roughly halfway into objects, suggesting that his collision detection (at least when not actively pathfinding to reach the player) is only taking into account his position (presumably a point at his model's pivot/origin) rather than a box or capsule around him. Should be a pretty easy fix, though I have to admit I'm behind on the game's codebase these days, so I don't know if this is unique to scp 096 or if all in-game NPCs use the same collision detection method. If Third Subdivision Team doesn't get around to this in a few days or so I promise I'll take a look at it (would rather not re-invent the wheel if this problem has already been addressed, as typically seems to be the case as of late).
Already saw this and working on it (it least it is in out "To do" list)